// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Voxel Importer/Unlit/Color" {
	Properties {
		_Color ("Main Color", Color) = (1,1,1,1)
}

SubShader {
	Tags { "RenderType"="Opaque" }
	LOD 100

	Lighting Off
	Offset -1, -1

	Pass {  
		CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#pragma multi_compile_fog
			
			#include "UnityCG.cginc"

			struct appdata_t {
				float4 vertex : POSITION;
			};

			struct v2f {
				float4 vertex : SV_POSITION;
				UNITY_FOG_COORDS(0)
			};

			fixed4 _Color;
			
			v2f vert (appdata_t v)
			{
				v2f o;
#if UNITY_VERSION >= 540
				o.vertex = UnityObjectToClipPos(v.vertex);
#else
				o.vertex = UnityObjectToClipPos(v.vertex);
#endif
				UNITY_TRANSFER_FOG(o,o.vertex);
				return o;
			}
			
			fixed4 frag (v2f i) : COLOR
			{
				fixed4 col = _Color;
				UNITY_APPLY_FOG(i.fogCoord, col);
				UNITY_OPAQUE_ALPHA(col.a);
				return col;
			}
		ENDCG
	}
}

}
